diff options
Diffstat (limited to 'src/ChunkMap.cpp')
-rw-r--r-- | src/ChunkMap.cpp | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp index 53b595545..c67d8e2e8 100644 --- a/src/ChunkMap.cpp +++ b/src/ChunkMap.cpp @@ -2397,7 +2397,7 @@ cChunkMap::cChunkLayer::cChunkLayer(int a_LayerX, int a_LayerZ, cChunkMap * a_Pa cChunkMap::cChunkLayer::~cChunkLayer() { - for (int i = 0; i < ARRAYCOUNT(m_Chunks); ++i) + for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); ++i) { delete m_Chunks[i]; m_Chunks[i] = NULL; // // Must zero out, because further chunk deletions query the chunkmap for entities and that would touch deleted data @@ -2457,7 +2457,7 @@ cChunk * cChunkMap::cChunkLayer::FindChunk(int a_ChunkX, int a_ChunkZ) void cChunkMap::cChunkLayer::CollectMobCensus(cMobCensus& a_ToFill) { - for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++) + for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++) { // We do count every Mobs in the world. But we are assuming that every chunk not loaded by any client // doesn't affect us. Normally they should not have mobs because every "too far" mobs despawn @@ -2476,7 +2476,7 @@ void cChunkMap::cChunkLayer::CollectMobCensus(cMobCensus& a_ToFill) void cChunkMap::cChunkLayer::SpawnMobs(cMobSpawner& a_MobSpawner) { - for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++) + for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++) { // We only spawn close to players if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->HasAnyClients()) @@ -2490,7 +2490,7 @@ void cChunkMap::cChunkLayer::SpawnMobs(cMobSpawner& a_MobSpawner) void cChunkMap::cChunkLayer::Tick(float a_Dt) { - for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++) + for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++) { // Only tick chunks that are valid and have clients: if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->HasAnyClients()) @@ -2506,7 +2506,7 @@ void cChunkMap::cChunkLayer::Tick(float a_Dt) void cChunkMap::cChunkLayer::RemoveClient(cClientHandle * a_Client) { - for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++) + for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++) { if (m_Chunks[i] != NULL) { @@ -2522,7 +2522,7 @@ void cChunkMap::cChunkLayer::RemoveClient(cClientHandle * a_Client) bool cChunkMap::cChunkLayer::ForEachEntity(cEntityCallback & a_Callback) { // Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true - for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++) + for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++) { if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid()) { @@ -2542,7 +2542,7 @@ bool cChunkMap::cChunkLayer::ForEachEntity(cEntityCallback & a_Callback) bool cChunkMap::cChunkLayer::DoWithEntityByID(int a_EntityID, cEntityCallback & a_Callback, bool & a_CallbackReturn) { // Calls the callback if the entity with the specified ID is found, with the entity object as the callback param. Returns true if entity found. - for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++) + for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++) { if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid()) { @@ -2561,7 +2561,7 @@ bool cChunkMap::cChunkLayer::DoWithEntityByID(int a_EntityID, cEntityCallback & bool cChunkMap::cChunkLayer::HasEntity(int a_EntityID) { - for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++) + for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++) { if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid()) { @@ -2581,7 +2581,7 @@ bool cChunkMap::cChunkLayer::HasEntity(int a_EntityID) int cChunkMap::cChunkLayer::GetNumChunksLoaded(void) const { int NumChunks = 0; - for ( int i = 0; i < ARRAYCOUNT(m_Chunks); ++i ) + for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); ++i) { if (m_Chunks[i] != NULL) { @@ -2599,7 +2599,7 @@ void cChunkMap::cChunkLayer::GetChunkStats(int & a_NumChunksValid, int & a_NumCh { int NumValid = 0; int NumDirty = 0; - for ( int i = 0; i < ARRAYCOUNT(m_Chunks); ++i ) + for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); ++i) { if (m_Chunks[i] == NULL) { @@ -2622,7 +2622,7 @@ void cChunkMap::cChunkLayer::GetChunkStats(int & a_NumChunksValid, int & a_NumCh void cChunkMap::cChunkLayer::Save(void) { cWorld * World = m_Parent->GetWorld(); - for (int i = 0; i < ARRAYCOUNT(m_Chunks); ++i) + for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); ++i) { if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->IsDirty()) { @@ -2637,7 +2637,7 @@ void cChunkMap::cChunkLayer::Save(void) void cChunkMap::cChunkLayer::UnloadUnusedChunks(void) { - for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++) + for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++) { if ( (m_Chunks[i] != NULL) && // Is valid |